Sunday, 10 May 2026

Tinkering with 'Volley & Bayonet'

Some pics from a re-fight of ACW’s  Champions Hill again with Volley and Bayonet. The idea in this case was to get players enthused for a future BIG game. 

High ground results in a mod for the MORALE roll - interestingly positioned in the turn sequence - and a natural 6  is not always a fail - therefore you can get your troops into the situation where morale is solid and unbreakable, but this is rare.

The turn sequence is everything here as ever: command, move, rally, morale, combat, exhaustion…
Reb defensive positions on Champions Hill
 One key of course is the morale phase, where there is always a chance of a unit becoming disordered – with mods for flanking, support etc. …but if passed then combat can be a 50/50 or better; if failed however, one disorder can become a rout very quickly in a melee situation. The game also quite succinctly brings home the value of sustained musketry on one half of the battlefield, with close range melee on the other. Just like 'Piquet, Field of Battle', it plays as battles read.
Union attack

   Key design elements include:

  • ·         Scale and MovementThe default ground scale is 1” = 100 yards with a time scale of one hour per turn, enabling units to march at realistic sustained rates (2.5–3 mph) while accounting for battlefield friction.
  • ·         Unit Structure: Armies are organized into brigades (1,500–3,000 men) to keep command and control systems austere, focusing on player decision-making rather than complex mechanical modifiers. 
  • ·         Simplified Formations: The rules omit traditional infantry formations like line, column, and square; instead, these are modeled through mechanics like morale, stationary status, and unit training levels. A 'faf' to make things simple, or actually genius design?
  • ·         Sequential Action: The game uses an alternating activation sequence to capture the cyclic nature of command and counter-command, avoiding complex simultaneous resolution systems - although defensive fire can be activated if the attacker fires at same unit - a genius little mechanism, that makes tactical play very interesting.
  • ·         Merit-Based Performance: The system rejects "national modifiers," arguing that unit performance is determined by training, leadership, and combat experience rather than inherent national temperament (and leadership mods are not there - relying instead on the temperament of individual players).
  • ·         Scenario Flexibility: The rules support both historical re-fights and fictional battles through an innovative scenario system, with specific period hacks available (of note is J.D. Glasco's fantastic AWI stuff).

  …and to quote Frank Chadwick and Greg Novak themselves (these design notes are considerably expanded in both editions of the rules):

‘One of the first things new players notice – after the large movement rates – is the lack of the familiar column line and square infantry formations. In the original edition of these rules I said that you don’t need them because that is not the job of corps and army commanders; the decisions on formations are handled at lower levels, and the game assumes that troops are in formations appropriate to the tactical situation in which they find themselves – or perhaps not, in the case of less capable troops, which in part accounts for their lower morale ratings. ‘

20mm artillery with some old 'Minifigs' gunners - supplied by 'Steve the Wargamer' many years ago

This game is for big battles – yes, there have been concessions made to ‘playing with toy soldiers’ – no commander ratings, no formations at the micro level, BUT much is made of the big corps movements, division exhaustion, and putting yourself in Lee or Napoleon’s seat…and even enabling a scale-less approach to big basing, and big battles - that’s what I want for my toy solders.

Union troops close on the Confederate positions on Champions Hill

More interesting is the fact that multiple scales are available for differing levels of battle – yes, of course the game is designed for big battles, and sensible games with toy soldiers – that notwithstanding, tweaks and hacks are always there to use same system across multiple sizes of battle – does it work at reduced? Well, we shall see, as I have several AWI re-fights in mind…as example consider (taken from recent ‘Storm in the Valley’ supplement::

Regiment Scale

  • 100 yards per inch
  • 1hour per turn
  • 500 men per strength point
  •  6 guns per strength point

Battalion Scale

  • ·         50 yards per inch
  • 30 mins per turn
  • 200 men per strength point
  • 4 guns per strength point

Wing Scale

  • ·         25 yards per inch
  • 15 minutes  per turn
  • 80 men per strength point
  • 2 guns per strength point
2nd edition - some changes to light infantry / skirmishers, and clarification that 'combat is sequential, not simultaneous' - this is actually quite pivotal, especially so with low strength units

 

The seminal and ground-breaking 1st ed. I always loved the fact that AWI units on the cover have a very economic three figures per base...outstanding!

14 comments:

  1. Darren,
    Those AWI figs were Greg Novak's - who also adapted VnB for Russian Civil War! Not sure if I downloaded a copy from the VnB group.....
    The Jacobite supplement introduced "division" scale 1" = 12.5 yards, 1 turn = 10 mins, 1 SP = 50 men or 1/2 gun.
    Neil

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    1. Thanks Neil - yes I have seen those in the Jacobite book, and it speaks to the flexibility of the rules to handle multiple scales and it all works. I know Jeff G has pioneered some AWI stuff based on some note from Greg Novak too.
      Now, I didn't know there was an RCW version? That is new.

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  2. Funnily enough I am just re working the Champions Hill scenario for my regular players. I'm going to shunt the start back an hour or two better capture the surprise of Grants flanking manouvre, as the VnB game starts with the Confederates already deployed to meet it.

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    1. It's a nice scenario. That's a good idea starting earlier - would make a nice game...I may have to steal this Martin ;) - look forward to seeing it on your table.

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  3. Tis often a fine line between 'faff and genius'.

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    1. Black Powder wishes it could even reach the dizzying heights of faff.. ;)

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  4. It’s very difficult to prise nappy grognards away from columns, lines and squares. Everybody in my old club loved NT’s rules, but the grognards couldn’t cope with OHW: they needed CLS. Others said it was better because they could concentrate on making decisions and not fiddling about with formations. As far as I am concerned, when infantry in OHW meet and start shooting, it’s just two units meeting and engaging in the most suitable way (firing, bayonet charges, skirmishing etc).

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    1. Well, at times like this, I like to use that sublime and detailed reference for Napoleonic warfare... A.A.Nofi? Chandler? ..nooo the 1971 Waterloo movie, where Napoleon says 'What's Ney doing, what's he doing...he charges with cavalry without infantry and artillery support, what's he doing?'

      ... he knew the British would form square, but at the scale he's concerned about, all he knows is the repercussions of 'not' doing combined arms properly. Good movies always say it best...I may be an army of one with regard to this opinion ;)

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    2. Well it is on my Christmas film list!

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    3. Only the finest of the 70s war movies, and the entire Fu Manchu series, appear on my Christmas movie lists

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  5. Lordy - how long ago did I donate that artillery man/men?! :o))

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    1. Many years ago sir - there are cavalry and infantry to follow too.
      You made me promise to use them, and use them I shall.

      ...

      ...kinda hoping I have the right Steve ...

      ;)

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    2. You do.. they were donated to me by an old wargaming buddy, and are mentioned in my blog in 2009! You are formally absolved of your promise.. 😁

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    3. Excellent sir, excellent. :) Thank you again.
      Some of the cavalry was used at 'Stones River' here:
      https://warfareintheageofcynicsandamateurs.blogspot.com/2026/04/stones-river-1862-with-volley-bayonet.html

      The infantry is based and awaiting flocking.
      Glad I got the right Steve:)

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